MICROSOFT’S TO BRING BETTER VISUALS TO XBOX ONE, MOBILE DEVICES
During Microsoft’s initial Xbox One reveal and subsequent E3 demonstrations, it mentioned a capability that we haven’t heard much about since.
According to the company, the Xbox One could theoretically be paired with offsite cloud rendering platforms at some point in the future to deliver a superior game experience to anything the console could handle on its own. Since then, Redmond has been silent on what form the technology might take or if we’d ever see a version of it in the wild — until now. A new paper, published in collaboration with Duke University and the University of Washington details a joint rendering system, dubbed Kahawai, that pairs a client and server GPU together for simultaneous rendering.
According to the company, the Xbox One could theoretically be paired with offsite cloud rendering platforms at some point in the future to deliver a superior game experience to anything the console could handle on its own. Since then, Redmond has been silent on what form the technology might take or if we’d ever see a version of it in the wild — until now. A new paper, published in collaboration with Duke University and the University of Washington details a joint rendering system, dubbed Kahawai, that pairs a client and server GPU together for simultaneous rendering.
The Kahawai system is designed to address both of these problems and it can tackle them in two different ways. In the first version, instead of relying entirely on streaming, it tasks the mobile GPU with rendering a lower-end version of the game engine while the server concurrently renders a high-definition version of the same frame. The difference between the two outputs is compared and the server sends only the delta frames — meaning, the frame data that shows the difference.
In the second type of rendering, the local device (a mobile GPU in this case) renders high-quality frames, but relatively few frames per second. The server renders the missing frames and then sends them along for integration into the game engine. If this seems confusing, here’s an analogy:
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